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Dudley Super Street Fighter 4 Arcade Edition Moves, Combos, Strategy Guide

Guide last updated on
April 1, 2011 at 1:26 p.m. PDT


Dudley Super Street Fighter 4 Character Guide


Character Overview
Guide by Nyoronoru

Dudley is an in-your-face rushdown character with a large library of mixups. He also has quite a few powerful jumping attacks and great damage options. Dudley can appoach the opponent well from mid-short range with great walk speed and an excellent Focus Attack. Dudley also has a plethora of frame traps and damage scaling resets that can punish those trying to escape his offense. He is also one of very few characters who can combo after an overhead attack.

Dudley has problems approaching characters from mid-range and farther though. All of his normals (especially his cancelable ones) have either short range or slow startup. He also has weak reversal options, relying heavily on meter or taking damage to perform escapes. Another big problem is that Dudley has no fast low game, meaning that most of Dudley's big damage has to be started from high attacks beyond the range of his Dart Shot.

Strengths
+ Really high damage on average, good at making comebacks.
+ 50/50 mixup game on opponent's wakeup.
+ High-priority jumping attacks.
+ Versatile Ultra Combos.
+ Focus Attack has great range.
+ Above average stamina.
+ Fast walk speed.

Weaknesses
- Can get out-poked by characters at mid range.
- Without EX, he has no viable reversal.
- Short backdash.
- No crossup attack.
- No long range cancelable low poke.
- Has big trouble with defensive characters due to his short range offense.
- Has a large hurtbox which makes certain combos easier on him.

Special Moves
or
Jet Upper
Damage
Light
120
Medium
140
Hard
160
EX
180

Properties

Dudley's uppercut move. The Hard Jet Upper comes out the fastest, but all of the regular versions have zero invincibility making it more likely that it will either lose or trade to jump-in attacks. The upside is that this uppercut recovers on the ground very fast, allowing you to perform certain juggles. Hard and EX Jet Upper start up slightly slower than Ryu's Shoryuken but faster than Sagat's Tiger Uppercut.

If you land Light Jet Upper on a jumping opponent you can immediately perform a Ducking Upper to juggle the opponent. This sequence is pretty easy and damaging for a meterless combo. You can also land Corkscrew Cross or Rocket Upper cleanly after a Light Jet Upper juggle.

Each version of Jet Upper recovers extremely quickly on the ground, forcing the opponent to begin their punishing combo very early. Hard Jet Upper hits twice where you can only FADC the first hit. These two facts are important to remember for both offense and defense.

EX Version: The EX version has some startup invincibility and it hits twice. A good choice for an anti-air attack. This is also Dudley's best reversal option as it starts up just as fast as the Hard version. You can also FADC this Upper just like all the others.

or Machine Gun Blow
Damage
Light
90
Medium
120
Hard
130
EX
120

Properties

Dudley rushes forward with a bunch of punches where the button pressed determines the distance he travels. The Light version is the only one that is safe on block, although it's not safe to have Machine Gun Blow blocked against grapplers.

The Light version starts up the fastest, Hard the slowest. The Light version is also good for aerial juggles whereas the Hard and EX versions are the most damaging grounded combo enders. If you are playing a safe ground game, it's best to cancel into the Light version for approaches.

EX Version: EX Machine Gun Blow launches the opponent at the end of the animation, allowing you to follow up with either a Sweep Launcher, a Ducking Upper, or another move depending on your screen location.

It is very important to combo into this move with Dudley in order to attain maximum damage, especially in the corner. Despite the speed that this move travels at, it actually takes a while for Dudley to get into a state where he is striking the opponent.

or Cross Counter
Damage
Regular
N+60
EX
N+150

Properties

Dudley poses with his arms down and if he is hit he takes some damage, but responds with a counter attack. The Light version of the Cross Counter stays active the longest, Hard the shortest, Medium in between. Don't forget that you still take damage from the attack even if this lands, meaning that you can be KOed if you don't have enough health left over!

This is a potential wakeup option to defend against crossup attacks, since the startup of the Counter is really fast (faster than Jet Upper) but if an opponent baits this attack out of you they can punish you with a huge combo since the recovery is so horrendous. Cross Counter doesn't work on armor breaking moves, but it does work on non-armor breaking reversals. As an example, a reversal EX Messiah Kick from Rufus usually breaks a Focus Attack's armor, but Dudley's Cross Counter will still work.

EX Version: The EX Cross Counter works exactly the same as the regular one except that it adds 50 damage to the counter damage, and then the followup two hits do 50 damage each. You can land your Ultra 2 after the EX Cross Counter is complete anywhere on the screen, although it is much easier to do in the corner.

or
Short Swing Blow
Damage
Light
120
Medium
140
Hard
160
EX
150

Properties

Dudley swings back and during this time he is invincible to throws. Afterwards, he does a followup strike that is mostly safe on block depending on how far away Dudley is when this is blocked. This move is specifically designed to punish tech throw attempts, but since Dudley has better frame traps with his Kidney Blow this move doesn't have too many uses.

The Light version starts up the fastest and is the safest on block, but travels the least distance forward and does the least amount of damage. Due to the speed of this version it will probably be the only version you need to use.

You can try to use this attack to trick the opponent during blockstrings, but due to the slow speed and lack of reach it's more than likely you will get poked or smacked out of it, or the opponent will just simply block. It's also bait for Focus Attacks since the regular versions only hit once, so don't just throw it out there. Try to cancel from a normal move to give the opponent less time to react but enough time to think you are trying to throw them.

EX Version: This travels at the same speed as the Hard version and hits three times. If you FADC out of this and juggle into Ultra 2 you will initiate the full animation of the Ultra, but such a juggle only works in the corner. This amount of time between the strikes is too slow to interrupt Focus Attacks.

then or
Ducking, Ducking Straight, Ducking Upper
Damage
Straight
100
Upper
120

Properties

Dudley ducks downward, and during this time he is invulnerable to projectiles. If you press a Punch button, Dudley will stop his dash and attempt a Step Straight. Pressing a Kick button will have Dudley perform an uppercut. Ducking Upper and Ducking Straight work well in juggles but most players stick with Ducking Upper for the damage and comboability. Both enders to the Duck are unsafe on block, though a well spaced Straight is hard to punish.

The Light version starts up the fastest but travels the least amount of distance. If you press no buttons at all Dudley will recover normally from his Duck and you can attempt a throw or a different attack. You can be thrown or struck out of the move at any time, so throwing it out carelessly or trying to use it as a substitute for Dudley's regular dash is a bad idea due to the travel time.

A Standing Hard Kick will allow you to combo into a Medium Ducking Upper, which gives you a chance to land your Super with a good damage bonus. It also lets you set up some FADC combos with the Ducking Upper. If you catch someone with a juggle move such as an EX Machine Gun Blow or a Sweep Launcher then following up with a Medium or Light Ducking Upper is the best damage extender If you are attempting to punish a projectile, then the Straight is the better choice.

EX Version: EX Duck starts up and travels a lot faster than the regular Ducks. It also allows you to cancel the Duck into a Straight or Upper much faster than the non-EX versions. Because of this, you can add a lot more damage in combos, though it usually requires an FADC coupled with the EX Duck.

or
Thunderbolt
Damage
Damage
Light
100
Medium
120
Hard
140
EX
170

Properties

Dudley flies up off-screen and comes down on the opponent with a tornado punch. There aren't too many uses for this move because both the regular and EX versions are very unsafe on block. All versions of the move can cross the opponent up, but it all depends on how you space each version of the move. The Light version travels the least distance forward, Hard the most.

EX Version: The EX version travels the farthest while auto-tracking the opponent and it travels way faster with some startup invincibility. Since it travels the fastest as well you can use this to chip an opponent for a KO since it does the most chip damage out of all the Thunderbolts.

Super and Ultra Moves

Super — Rocket Upper
Damage
Super
350

Properties: None

Dudley does two rising uppercuts then finishes with a fancy tornado Jet Upper. It is incredibly easy to combo into this Super as it combos from many things, including Jet Upper, Ducking Upper, Back Swing Blow and almost all of Dudley's Target Combos.

If you aren't the kind of person that uses EX Stock much with Dudley then this Super is definitely worth using because of the high damage. However, EX Machine Gun Blow and EX Jet Upper are very integral to Dudley's offense and defense, so it will be unlikely that you will have this Super locked and loaded.

Ultra 1 — Rolling Thunder
Damage
Ultra 1
500

Properties

Dudley ducks down and dashes toward the opponent, and if he catches them he beats them up hard. This Ultra is used almost exclusively for its ability to travel through projectiles. The speed of the Ultra is deceivingly fast and can punish projectiles from a distance of up to half the screen.

There is no way to combo into this Ultra other than a Focus Attack or a heavy jumping normal attack.


Ultra 2 — Corkscrew Cross
Damage
Ultra 2
440

Properties

Dudley throws his fist out with loads of active frames and if it makes contact the opponent gets placed in a rinse cycle against the wall. This is Dudley's comboable Ultra, and it's extremely easy to land. Some players are sticking with Corkscrew Cross even against fireball characters because of how easy it is to land this Ultra. Here are the sets of moves that can end in Corkscrew Cross.
  • EX Machine Gun Blow (corner)
  • EX Machine Gun Blow, Duck Straight (corner)
  • EX Machine Gun Blow, Duck Upper (corner)
  • EX Machine Gun Blow, Sweep Launcher (corner)
  • EX Machine Gun Blow, Light Machine Gun Blow (corner)
  • Sweep Launcher (corner)
  • Sweep Launcer, Sweep Launcher (corner)
  • Sweep Launcher, Duck Straight (works best in corner)
  • Sweep Launcher, Light Machine Gun Blow (low damage)
  • Light Jet Upper
  • Jet Upper FADC
  • EX Cross Counter
  • EX Short Swing Blow FADC (corner)
If you catch someone in an aerial juggle with this Ultra you won't get the full cinematic but you'll still get a respectable amount of damage. The more hits and juggles you do leading up the Ultra impacts how many hits of Corkscrew Cross will land.
Target Combos
   
Target Combo 1
A fast special cancelable Target Combo. You can link into another standing jab after this is over, though it is very difficult to do.
   
Target Combo 2
Another special cancelable Target Combo, but this one starts from a low attack. No real use for this.
   
Target Combo 3
If your overhead is blocked, you can do this Target Combo to make it safe on block, though it's hard to react to such a situation. If your overhead lands, it's better to link into a crouching Light Punch than to finish this Target Combo.
       
Target Combo 4
Dudley's standing Light Punch can whiff on a lot of crouching opponents. However, this Target Combo is special cancelable and it is safe on block.
or        
Target Combo 5
A good target combo since you can begin it from a Kidney Blow. It is not special cancelable, but it is super cancelable. It's also safe on block to the point where you can tech a throw attempt.
       
Target Combo 6
While attempting to tech throws while crouching, you can press the rest of this series to either attack your opponent or to give yourself more space in your ground game.

This target combo is not super or special cancelable, so it doesn't have much use.
       
Target Combo 7
Not too many uses for this target combo due to the short range of its starting attack. It's super cancelable though.
           
Target Combo 8
The last attack of this Target Combo can be cancelled into your Super. This Target Combo gives you a really big window of opportunity to land Rocket Upper compared to the others but since it does overall less damage due to scaling there's not much use for it.
Combos
Important Note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Cancel into Hard Machine Gun Blow
9 Hits
195 damage
A basic punish combo that doesn't require any meter and does good damage. Use EX Machine Gun Blow to start damage and juggle options.


Cancel into EX Machine Gun Blow, juggle with

Medium Ducking Upper
12 Hits
273 damage
Great damage on this and it starts from a low move. If you can't land your Ducking moves in the corner use Jet Upper or Sweep Launcher.


Cancel into Hard Jet Upper
4 Hits
307 Damage
This combo is pretty damaging for how short it is. Use this if you have fast reactions for hit confirms.


Jump

Cancel into EX Machine Gun Blow, juggle Ducking Upper
11 Hits
380 Damage
Dudley's jumping Hard Punch does the most damage out of all his jumping attacks. Try varying versions of the Duck if the Upper whiffs.


Cancel into EX Machine Gun Blow, juggle Ultra 2
16 Hits
433 Damage
One of Dudley's many power combos.


EX Short Swing Blow Dash Forward, juggle with Light Jet Upper
juggle with Ultra 2
10 Hits
498 Damage
Tacking on the Jet Upper creates a noticeable damage increase. Corner only.


Cancel into EX Machine Gun Blow, juggle Ducking Upper
11 Hits
340 Damage
Dudley can combo from his overhead very easily, though the timing is a little slower than most links in the game.


  juggle Ducking Straight and Ultra 2
8 Hits
424 Damage
Corner-only Ultra combo.


Notable Normal Moves and Unique Attacks

Slipping Jab
Nothing too special about this other than it leads to Target Combo 1.

Stomach Blow
This move is completely safe on block and lets you do a one-frame link into a standing or crouching Light Punch if it lands.

Step Straight
A really nasty poke from Dudley. This doesn't whiff on crouching characters and the hitbox on it is really good. It can stuff quite a few moves and it does a huge amount of damage for a command normal.

It's important that you space this correctly when applying it in your poking game. If you do it too close to the opponent and it's blocked, you can be thrown.

Kidney Blow
Dudley's best standing normal as it gives him enormous amounts of frame advantage on block or hit. It also moves him forward, helping him close the gap. You can link this punch into several cancelable normals that lead to some really damaging setups. See the Combos section for some examples.

Dart Shot
Dudley's overhead attack. You can link into cancelable normals with this move, making it one of the very rare overhead attacks that you can combo out of. If you hit someone in the air with this it will knock them down, keeping opponents from jumping out of this attack.

You must incorporate this move into your gameplay as a Dudley player in order to get players to fear your offense. Try to apply it just outside of a character's throw range to apply the threat of the high-low mixup.

Ankle Sweep
Similar to Dee Jay's crouching Medium Kick, Dudley can knock the opponent down so they cannot quick stand with this move. The range is good, but the startup is a bit slow.

Sweep Launcher
A long-range move from Dudley that must be blocked low. If it lands you can juggle the opponent with certain moves, most notably your Ultra 2. The knockback of this move on block is so big that opponents might have trouble punishing you, but it's still not a good idea to use this at anywhere but far range.

Use this move in combination with your Dart Shot to create deadly high-low mixups. Against characters with poor reversal options using Dart Shot and Sweep Launcher on their wakeup is ideal.

If you land this move in the corner against certain opponents, you can juggle them up to two more times with Sweep Launcher. Small characters cannot be juggled for three hits, so it's often best to stop at only one juggle.

Anti-Air: Standing Medium Kick
Dudley's main anti-air normal which is best at countering attacks directly above him.

Standing Hard Punch
Dudley's standing Hard Punch shares some properties from Step Straight, but it has less range and is a bit more unsafe on block. Still a great move to use because of its damage and hitbox. It also starts up a lot faster than the Step Straight.
or
Elbow Slam and Elbow Drop
These are two of Dudley's best jumpins. Elbow Slam is particularly effective for covering air space. Elbow Drop is good for countering other characters' normal anti-airs.

Victory Rose
This is Dudley's signature taunt where he throws a rose that tracks the opponent. It does no damage but it does a tiny amount of blockstun or hitstun if it lands. Regrettably it comes out way too slowly to be used safely after knockdowns like in Third Strike, meaning that you will more than likely have to throw it at gutter trash from the other side of the screen.
Staying in the Zone
Dudley has a lot of mixups and frame traps, but in order to get inside he needs to use a variety of tools. Use Step Straight and your standing Hard Punch to consistently counter-poke the opponent so that they don't throw out attacks to try and stop your forward advance. Dudley's crouching Light Attack comes out in three frames and has good range, so you can use it as a solid poking tool.

Once in short range, abuse the frame advantage of Kidney Blow to begin frame traps and mix up your combo enders with Light Machine Gun Blow and Light Duck. Cancel normal attacks into your Duck to give the opponent less time to react to the upcoming mixups. Once your opponent has become incapable of reacting to your offense, start using your Dart Shot.

Other Resources and Credit
You can find more information about playing Dudley on the Central Character Discussion Thread on the EventHubs.com forums.
Contributions to this guide by Nyoronoru and DreamKing23.


Comments

DarkBurialX said on March 28, 2010 at 8:52 a.m.

I don't want to make a big deal about it since the game is an official, but I wish Francis Diakowsky was Dudley's voice actor in SSF4.

#1
Dark_Fantom said on March 28, 2010 at 12:47 p.m.

Meh, i can live with the voice he's got now, though it's not great. Dudley's gonna be wicked.

#2
FrozenLeafz said on March 28, 2010 at 9:20 p.m.

Well then, let's begin.

cracks me up every time I hear it. lol

#3
Random_GUY said on April 7, 2010 at 10:40 a.m.

@#3

I know ..i think it sounds kinda gayish..

"Lets Fight like GENTLEMEN"!!

now thats epic!

#4
Wishpig said on April 11, 2010 at 11:55 a.m.

Word on the street this guy is the new Ryu/Sagat... OP'ed as hell.

Honestly, even though I'm never gonna play as him I don't care if he's OP'ed. Dudley is so awesome I consider it a privilege to have my ass kicked by him :)

#5
Kuei said on April 12, 2010 at 4:58 a.m.

@#5

Yea they say he is pretty strong but strong in a different way than Ryu and Sagat because they can fireball spam while Dudley will be demanding more skill than those you see from Sagat-scrubs online

#6
ShadowKnight28 said on April 13, 2010 at 2:33 p.m.

Yeah, I wish Dudley had his VA from Third Strike. He had such epic and iconic lines. Now his voice sounds very high pitched and whiney to me.

"You have no Dignity!"

#7
BADerRules said on April 19, 2010 at 6:09 a.m.

(This user was banned.)

#8
SteadiestShark said on April 19, 2010 at 8:10 a.m.

Rofl, it's like looking at SF4 Sagat's damage outputs. They just make you think "Why?" in some cases... :P

#9
Triforce said on April 19, 2010 at 10:28 a.m.

Wow, 120 on light for his Uppercut?

That fist has dignity.

#10
L45R said on April 19, 2010 at 10:37 a.m.

all version of DPs from existing char does 100...and he does 120, 140, and 160?!...

Time to use Dudley...

He has a charge move too?!...

#11
PainKiller said on April 19, 2010 at 10:56 a.m.

he got some sick mind games just like 3rd strike (except for the easy mode reversals) if a dudley player corners you, you are done for, sick overhead, frame advantage hits, fast target combo starting low, short swing blow....gg

the rose is kinda useless, but I made adon upercut wiff with it, and I only found a safe use for it after a super or ultra, good to make your target stay on the floor tho

#12
PainKiller said on April 20, 2010 at 3:56 a.m.
#13
frankie3nig said on April 22, 2010 at 10:30 a.m.

Umm his damage output is insane cause he is pure rushdown like makoto and for him to be effective he has to be close in your face close. If you notice in vids of him and you can see for yourself he is terrible at mid range and further. i foresee his bad matchups being bison, chun, honda, zangeif, thawk, and guile. but this is just speculation from what I know now. We will c in time. He is defintly not for beginners.

#14
Hamza said on April 26, 2010 at 5:35 p.m.

Dudley doesn't seem all that good from what i've been playing. High Tier or bottom of Top tier probably. Definitely not the new sagat though.

#15
Patrick said on April 27, 2010 at 9:10 a.m.

Finally another Boxer! Can't wait!

#16
THORNCRUSHER760 said on April 27, 2010 at 6:51 p.m.

Dudley is the man! his target combos are awesome! this is the best fighting ive ever played! soooooooooooooooooooo much fun!

#17
JetX said on April 27, 2010 at 10:03 p.m.

Great! he is SURE to kick Balrog's ass! and be polite at the same time :P

#18
Patrick said on April 28, 2010 at 12:14 p.m.

His cross counter is a fun move. It doubles as a taunt. Not sure exactly which moves it can counter and which it can't yet though. I know it works great against T Hawk's air dive though. It also works great to counter Dudley's Machine gun punches on dudley vs dudley matches.

#19
AnBear said on April 29, 2010 at 6:37 a.m.

His crouching fierce comes out really slow... Almost too slow. It's not terrible, but it's definately a change from SF3. It's tough to use as an AA if you don't anticipate a jump.

#20
Patrick said on April 29, 2010 at 8:50 a.m.

jumping HP, then MK, HK, HP target combo is an easy jump in combo with sick damage. one of my new favorite combos.

#21
Patrick said on April 29, 2010 at 9:16 a.m.

"C'mon Then"

#22
JerseyFame said on April 29, 2010 at 9:12 p.m.

Dudley is a joy to control.

He does not have his famous opening remark...(cmon capcom, give us that)

he is still very technical and strong. Full of options.

I am a long time Guile player and Dudley is the only other Street Fighter I use.

#23
JungleMan said on April 30, 2010 at 6:39 p.m.

I've only been playing for a little while, but I'm already a little disappointed with dudley. He seems to be a footsie character with pretty good target combos, but his special moves are terrible-- too much start up time, too predictable, too slow. Dudley has huge match up problems with Zangief.

#24
JohnJohnson said on May 3, 2010 at 10:24 p.m.

I think Capcom screwed up his trials. They seem way too easy, and they don't have one for his overhead combo. For those of you that don't know, it's F+Hk-c.Lp-s.Hk-EX Machine Gun blow which can be followed up with Ultra, or you can add Ducking Upper before the Ultra for extra damage. Not only that, but it also works when you replace F+Hk with c.Lk which hits low, for what I think is a really good High Low mix up.

And @24 What character are you playing has? Dudley has really good special moves. His Jet uppercut is a solid anti air, his MGB is easy to combo, his Duck move goes under fire balls, in fact the only move that's seems to be worthless is his Thunder Bolt. By the way, anyone figure out what to do with it yet, I can't find a use for it.

#25
BisonShouldHaveHadoukens said on May 4, 2010 at 4:50 a.m.

I agree with JohnJohnson, I've never played with Dudley before and I did his trials within 10 minutes. Easiest trials so far.

#26
toiletplumber said on May 4, 2010 at 9:33 a.m.

@ JohnJohnson

I use the thunderbolt to try and catch some moves if I find myself too far away from the opponent. Like it can either crossup or catch one of balrog's charges and sometimes you can catch him with a mgb when you recover. But on the whole I find it way too unsafe for most situations. I wish it had projectile invincibility.

#27
Honda said on May 6, 2010 at 7:41 a.m.

Well... the thunderbolt doesnt have projectile invincibility...but you can ex-cancel it when you hit the floor so the recovery time is way shorter.

#28
Alex_1592 said on May 9, 2010 at 6:18 p.m.

I need some help, im a good Dudley player, but i have problems with the thunderbolt (i cant do it), someone can explain it to me? i don´t need the button combination, (i saw it many times already)

PD: Im mexican

#29
JerseyFame said on May 13, 2010 at 1:46 p.m.

Im having major difficulty doing anything against zoning. Dudley has nothing except his feint to pass through projectiles. This is tough.

#30
JetX said on May 18, 2010 at 2:50 a.m.

@29

Its a charge move. You hold the stick (or something) down for 2 seconds to charge then put it up (as if you are jumping) while pressing the punch button...easy.

#31
SonicBoxer said on May 18, 2010 at 5:46 a.m.

startin to train as him again, he's an interesting fighter...

#32
JohnJohnson said on May 18, 2010 at 2:18 p.m.

I've been playing around with Dudley and I'm going to make a bold statement. Dudley is the new Rufus. He has a myriad of ways to combo into his Corkscrew Cross, even without ultra, he can do a bunch of damage off of basic combos, and his defensive tools, while not great, are solid. Unfortunately, he has the same problems as Rufus. He has no reversal without EX, and except for a few moves, he straggles getting in on turtlers. Although, I will say that Rufus is a little bit better only because his Dive Kick is really good when used right.

#33
Dark_Fantom said on June 2, 2010 at 5:11 p.m.

Wow, I love how much info there is on Dudley's page.

#34
PwnDizzle0 said on June 6, 2010 at 2:51 p.m.

GO DUDLEY!!!

#35
mach1545 said on June 11, 2010 at 1:08 p.m.

This guy and Dee Jay are my two favorites.

#36
cammyfan888 said on July 26, 2010 at 7:51 p.m.

I thought Dudley was a new charecter in the series

#37
joe89 said on August 19, 2010 at 6:47 a.m.

this guy is a lot much better than balrog

#38
brownguy209 said on August 20, 2010 at 6:39 p.m.

Dudley in MVC3! Whos with me??? lol

#39
Raven said on August 25, 2010 at 6:13 p.m.

His Thunderbolt move is good for punishing Zangief's Lariat. ;)

#40
SF4junkie said on September 17, 2010 at 12:09 a.m.

Dudley is straight rush down with class. He doesnt try to over power you like 'rog. Can't wait to try out his changes from the upcoming dlc.

Any strong foes?

Random vs Random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

#41
StagnantNachos said on September 21, 2010 at 9:20 a.m.

Am I the only one that sees the short swing blow as kinda useless? I mean its ok to counter DP wakeups but honestly the dart shot overhead is IMO hands down his best option in that department. I just want everyone elses input.

#42
Spaghetti_Time said on September 28, 2010 at 8:33 p.m.

L Jet Upper, wait til Dudley lands and either pull off Super Rocket Upper, or Corkscrew Blow. Rocket Upper has a lot of lee way after that.

Oddly enough, Jet Upper into Rocket Upper does not work outside of a corner against Dudley. Possibly Dee Jay as well but I'll have to try it in training mode.

But bear in mind that his light Jet Upper can be countered by most jabs. Be careful.

#43
NazAlam28 said on December 13, 2010 at 7:59 a.m.

hahaa! Dudley the DON!
"Keep it classy!" ;)

#44
kshein said on June 28, 2011 at 10:50 a.m.

dudley is now better thanks to AE edition

#45
PwnDizzle0 said on July 30, 2011 at 11:53 a.m.

YEAH!! Dudley!! He's my main!

#46
ShinobiWolf said on August 1, 2011 at 1:25 a.m.

The Short Swing Blow is basically just a fake-out move, good for dodging a quick move, then coming in with a punch. It did sick damage in SF3, not sure about its damage now. Overall it's like his Thunderbolt - might catch someone by surprise once in a while, but it's not comboable, difficult to land, and easily punished.

#47
SteveTheTurtle said on August 6, 2011 at 11:59 a.m.

Anybody else having trouble getting MGB to come out after that HK? I know I suck, but BnB's I should be able to hit, right?

#48
MaysTheCraze said on January 6, 2012 at 3:23 p.m.

@SteveTheTurtle

Yeah, I had troubles with it on the left side at first. Either make sure you hit the entire full circle motion or simply use the shortcut for the full circle: away from your opponent on the joystick then a half circle.

#49
Virtua_Kazama said on January 9, 2012 at 6:19 p.m.

#48 and #49:
I'm glad I'm not the only one with that hit-confirm problem on his HK into his MGB.

#50
MuayThaiBushinryu said on August 11, 2012 at 7:10 p.m.

Anyone know of any good tutorials for dudley?

#51
Spaghetti_Time said on December 23, 2012 at 12:39 p.m.

Dudley can link into Standing HK from MANY different normals:

Standing: LP, MP, f. HP (at a specific distance), f. MK, f. HK and partial target combo LP -> MP

Crouching: LP, LK, MP, HP (have to be very close)

Look up Shintroy Dudley tutorials on Youtube. It covers a LOT of what you need to know about Dudley, plus the uploader himself is a damn fine Dudley player who goes by ThirtyFourEC.

#52
FightinFailure said on April 17, 2013 at 12:15 a.m.

I laughed so hard when i was fighting against a Vega the other day and interrupted his super with Victory rose. Made my day XD

#53
DragonEXecuTionER said on July 28, 2013 at 4:18 p.m.

I wish i could play dudley better, he has so many combos and can really dish out damage.

#54


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